You'd have to rewrite a lot of things because he changes his commands a lot.It'd be cool to upload the old version anyway, for people who might've started a project with it but since had to reformat, or just archival purposes. You can use something like host-a or megaupload.
I forgot to mention this before, but i am using the version 0.5.1 of Easy Lighting... If i update to v6, the game will still work correctly?
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AsbestosBlatant
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In Topic: Easy Lighting V7.0.2 | Last Updated: 06/07/11
17 March 2010 - 12:02 AM
In Topic: Easy Lighting V7.0.2 | Last Updated: 06/07/11
16 March 2010 - 11:04 PM
@Asbestos, before I do anything, would you mind telling me the error it throws you?
@Desolator, as of yet there is no function to do that other than using shadows, because it really is a shadow function. I will think about finding a way to do that without shadows that won't cause much slowdown. For now, you could try using shadows and lots of optimization. (Limit to a view, and only update the system when absolutely needed) However, if you can't afford the speed you will have to find a work around or use a different system.
___________________________________________ COMPILATION ERROR in extension package Easy Lighting v.6.1 Error in code at line 1: globalvar lightpref_lights,lightpref_backcolor,lightpref_sur face,lightpref_enabled,lightpref_view,lightpref_ma n draw,lightpref_addative;globalvar light_sprite,light_x,light_y,light_on,light_color, light_frame,light_xs,light_ys,light_rot,light_dele t ed,light_castshadow;globalvar light_objectid;globalvar light_deletelist;globalvar light_systemcircle_sprite,light_systemtorch_sprite ;globalvar light_lsurface,light_ssurface,light_shadowson;glob alvar shadow_number, shadow_x, shadow_y, shadow_z, shadow_obj, shadow_objshadow, shadow_obj_number, shadow_objcmask, shadow_objcsub, shadow_objcrot, shadow_objcxscale, shadow_objcyscale, shadow_dir,shadow_iscreating, shadow_points;shadow_number=0;shadow_obj_number=0; shadow_iscreating=false;light_shadowson=false;ligh t _systemcreated=false;lightpref_addative=true;light p ref_lights=0;lightpref_backcolor=c_black;lightpref _ surface=surface_create(1,1);light_lsurface=surface_create(1,1);light_ssurface=surface_create(1,1);lightpref_enabled=false;lightpref_view=-1;lightpref_mandraw=0;light_objectid=object_add();object_set_depth(light_objectid,0);object_event_add(light_objectid,ev_step,0,"lights_refresh();");object_event_add(light_objectid,ev_draw,0,"lights_redraw();");light_deletelist=ds_priority_create();light_systemcircle_sprite=sprite_add(temp_directory+"\easy_lighting61_temp\"+file_find_first(temp_directory+"\easy_lighting61_temp\*.png",0),1,0,0,128,128);light_systemtorch_sprite=sprite_add(temp_directory+"\easy_lighting61_temp\"+file_find_next(),1,0,0,0,128);file_find_close(); at position 1400: Wrong number of arguments to function or script.
It'd be cool to upload the old version anyway, for people who might've started a project with it but since had to reformat, or just archival purposes. You can use something like host-a or megaupload.
In Topic: Easy Lighting V7.0.2 | Last Updated: 06/07/11
16 March 2010 - 02:15 AM
Doesn't work with GM7 as far as I can tell, you should really reupload 4.3. Upon starting up with the .gex so much as added yields a large error in the middle of loading, if you make an object and follow the same procedures as with the last lighting engine it still doesn't respond.
I'd like it if I could keep using this lighting engine since I'd already completed a lot of work with it, but if it's incompatible I'll have to make due with something else, I suppose.
Keep up the good work, from the way it sounds you've put a lot into this.
I'd like it if I could keep using this lighting engine since I'd already completed a lot of work with it, but if it's incompatible I'll have to make due with something else, I suppose.
Keep up the good work, from the way it sounds you've put a lot into this.
In Topic: Transition Problem
05 March 2010 - 10:24 AM
It's like day and night!
Thank you a ton, that added a lot of needed polish.
Thank you a ton, that added a lot of needed polish.
In Topic: Transition Problem
05 March 2010 - 07:25 AM
No, that isn't it. I've tried placing the meet ups on the same coordinates, but it doesn't change anything. The problem is with rooms that are two different sizes and have views. For instance:

This is the exact situation. The player starts in the red area. When I leave the top room and go to the bottom room, the coordinates of the player are fine. However, the transition animation rather than showing the top green area being pushed by the bottom one, it shows the red one being pushed by the bottom green area. As far as I can tell, this is because transitions use surfaces made of a snapshot of the room's beginning. What I am wondering is how to make it NOT do this.

This is the exact situation. The player starts in the red area. When I leave the top room and go to the bottom room, the coordinates of the player are fine. However, the transition animation rather than showing the top green area being pushed by the bottom one, it shows the red one being pushed by the bottom green area. As far as I can tell, this is because transitions use surfaces made of a snapshot of the room's beginning. What I am wondering is how to make it NOT do this.
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